lurf/area/
lurf/build/testing/
lurf/log/
lurf/player/
lurf/player/backup/
/****************************************************************************
*  Automated Quest code written by Vassago of MOONGATE, moongate.ams.com    *
*  4000. Copyright (c) 1996 Ryan Addams, All Rights Reserved. Use of this   * 
*  code is allowed provided you add a credit line to the effect of:         *
*  "Quest Code (c) 1996 Ryan Addams" to your logon screen with the rest     *
*  of the standard diku/rom credits. If you use this or a modified version  *
*  of this code, let me know via email: moongate@moongate.ams.com. Further  *
*  updates will be posted to the rom mailing list. If you'd like to get     *
*  the latest version of quest.c, please send a request to the above add-   *
*  ress. Quest Code v2.01. Please do not remove this notice from this file. *
****************************************************************************/
#include <glib.h>

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <merc.h>

DECLARE_DO_FUN( do_say );

#define QUEST_OBJQUEST1 60
#define QUEST_OBJQUEST2 61
#define QUEST_OBJQUEST3 62
#define QUEST_OBJQUEST4 63
#define QUEST_OBJQUEST5 64

/* Local functions */

void generate_quest	args(( CHAR_DATA *ch, CHAR_DATA *questman ));
void quest_update	args(( void ));
bool quest_level_diff   args(( int clevel, int mlevel));
bool chance		args(( int num ));
ROOM_INDEX_DATA 	*find_location( CHAR_DATA *ch, char *arg );

/* CHANCE function. I use this everywhere in my code, very handy :> */

bool chance(int num)
{
	if (number_range(1,100) <= num) return TRUE;
	else return FALSE;
}

/* The main quest function */

void do_askquest(CHAR_DATA *ch, char *argument)
{
	CHAR_DATA *questman;
	OBJ_DATA *obj=NULL, *obj_next;
	OBJ_INDEX_DATA *questinfoobj;
	MOB_INDEX_DATA *questinfo;
	char buf [MAX_STRING_LENGTH];
	char arg1 [MAX_INPUT_LENGTH];
	char arg2 [MAX_INPUT_LENGTH];
	int quest_chance;
	
	argument = one_argument(argument, arg1);
	argument = one_argument(argument, arg2);
	
	if (IS_NPC(ch))
		return;

	if (arg1[0] == '\0')
	{
		send_to_char("AQUEST commands: INFO TIME REQUEST COMPLETE.\n\r",ch);
		send_to_char("For more information, type 'HELP AQUEST'.\n\r",ch);
		return;
	}
	if (!strcmp(arg1, "info"))
	{
		if (IS_SET(ch->act, PLR_QUESTOR))
		{
			if (ch->questmob == -1 && ch->questgiver->short_descr != NULL)
			{
				sprintf(buf, "Your quest is ALMOST complete!\n\rGet back to %s before your time runs out!\n\r",ch->questgiver->short_descr->str);
				send_to_char(buf, ch);
			}
			else if (ch->questobj > 0)
			{
				questinfoobj = get_obj_index(ch->questobj);
				if (questinfoobj != NULL)
				{
					sprintf(buf, "You are on a quest to recover the fabled %s!\n\r",questinfoobj->name);
					send_to_char(buf, ch);
				}
				else send_to_char("You aren't currently on a quest.\n\r",ch);
				return;
			}
			else if (ch->questmob > 0)
			{
				questinfo = get_mob_index(ch->questmob);
				if (questinfo != NULL)
				{
					sprintf(buf, "You are on a quest to slay the dreaded %s!\n\r",questinfo->short_descr);
					send_to_char(buf, ch);
				}
				else send_to_char("You aren't currently on a quest.\n\r",ch);
				return;
			}
		}
		else
			send_to_char("You aren't currently on a quest.\n\r",ch);
		return;
	}
	else if (!strcmp(arg1, "time"))
	{
		if (!IS_SET(ch->act, PLR_QUESTOR))
		{
			send_to_char("You aren't currently on a quest.\n\r",ch);
			if (ch->nextquest > 1)
			{
				sprintf(buf, "There are %d minutes remaining until you can go on another quest.\n\r",ch->nextquest);
				send_to_char(buf, ch);
			}
			else if (ch->nextquest == 1)
			{
				sprintf(buf, "There is less than a minute remaining until you can go on another quest.\n\r");
				send_to_char(buf, ch);
			}
		}
		else if (ch->countdown > 0)
		{
			sprintf(buf, "Time left for current quest: %d\n\r",ch->countdown);
			send_to_char(buf, ch);
		}
		return;
	}
	
/* Checks for a character in the room with spec_questmaster set. This special
   procedure must be defined in special.c. You could instead use an 
   ACT_QUESTMASTER flag instead of a special procedure. */
	
	for ( questman = ch->in_room->people; questman != NULL; questman = questman->next_in_room )
	{
		if (!IS_NPC(questman)) continue;
		if (questman->spec_fun == spec_lookup( "spec_questmaster" )) break;
	}
	
	if (questman == NULL || questman->spec_fun != spec_lookup( "spec_questmaster" ))
	{
		send_to_char("You can't do that here.\n\r",ch);
		return;
	}
	
	if ( questman->fighting != NULL)
	{
		send_to_char("Wait until the fighting stops.\n\r",ch);
		return;
	}
	
	ch->questgiver = questman;
	
	if (!strcmp(arg1, "request"))
	{
		act( "$n asks $N for a quest.", ch, NULL, questman, TO_ROOM);
		act ("You ask $N for a quest.",ch, NULL, questman, TO_CHAR);
		if (IS_SET(ch->act, PLR_QUESTOR))
		{
			sprintf(buf, "But you're already on a quest!");
			do_say(questman, buf);
			return;
		}
		
		quest_chance = number_percent();

		if (IS_MERIT(ch,MERIT_LUCKY))
			quest_chance -= 20;

		if (IS_FLAW(ch,FLAW_UNLUCKY))
			quest_chance += 20;
		
		if ( ch->nextquest > 0)
		{
			sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name->str);
			do_say(questman, buf);
			sprintf(buf, "Come back later.");
			do_say(questman, buf);
			return;
		}
		
		if ( quest_chance > 50)
		{
			sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name->str);
			do_say(questman, buf);
			sprintf(buf, "Come back later.");
			do_say(questman, buf);
			ch->nextquest = 35;
			return;
		}
		
		sprintf(buf, "Thank you, brave %s!",ch->name->str);
		do_say(questman, buf);
		ch->questmob = 0;
		ch->questobj = 0;
		
		generate_quest(ch, questman);
		
		if (ch->questmob > 0 || ch->questobj > 0)
		{
			ch->countdown = number_range(10,30);
			SET_BIT(ch->act, PLR_QUESTOR);
			sprintf(buf, "You have %d minutes to complete this quest.",ch->countdown);
			do_say(questman, buf);
			sprintf(buf, "May the gods go with you!");
			do_say(questman, buf);
		}
		return;
	}
	else if (!strcmp(arg1, "complete"))
	{
		act( "$n informs $N $e has completed $s quest.", ch, NULL, questman, TO_ROOM); 
		act ("You inform $N you have completed $s quest.",ch, NULL, questman, TO_CHAR);
		if (ch->questgiver != questman)
		{
			sprintf(buf, "I never sent you on a quest! Perhaps you're thinking of someone else.");
			do_say(questman,buf);
			return;
		}
		
		if (IS_SET(ch->act, PLR_QUESTOR))
		{
			if (ch->questmob == -1 && ch->countdown > 0)
			{
				int reward;
				
				reward = number_range(45,155);
				
				sprintf(buf, "Congratulations on completing your quest!");
				do_say(questman,buf);
				sprintf(buf,"As a reward, I am giving you %d quest points.",reward);
				do_say(questman,buf);
				REMOVE_BIT(ch->act, PLR_QUESTOR);
				ch->questgiver = NULL;
				ch->countdown = 0;
				ch->questmob = 0;
				ch->questobj = 0;
				ch->nextquest = 35;
				ch->pcdata->quest += reward;
				return;
			}
			else if (ch->questobj > 0 && ch->countdown > 0)
			{
				bool obj_found = FALSE;
				
				for (obj = ch->carrying; obj != NULL; obj= obj_next)
				{
					obj_next = obj->next_content;
					
					if (obj != NULL && obj->pIndexData->vnum == ch->questobj && !str_cmp(obj->OOwner->str,ch->name->str))
					{
						obj_found = TRUE;
						break;
					}
				}
				if (obj_found == TRUE)
				{
					int reward;
					
					reward = number_range(50,200);
					
					act("You hand $p to $N.",ch, obj, questman, TO_CHAR);
					act("$n hands $p to $N.",ch, obj, questman, TO_ROOM);
					
					sprintf(buf, "Congratulations on completing your quest!");
					do_say(questman,buf);
					sprintf(buf,"As a reward, I am giving you %d quest points.",reward);
					do_say(questman,buf);
					REMOVE_BIT(ch->act, PLR_QUESTOR);
					ch->questgiver = NULL;
					ch->countdown = 0;
					ch->questmob = 0;
					ch->questobj = 0;
					ch->nextquest = 35;
					ch->pcdata->quest += reward;
					extract_obj(obj);
					return;
				}
				else
				{
					sprintf(buf, "You haven't completed the quest yet, but there is still time!");
					do_say(questman, buf);
					return;
				}
				return;
			}
			else if ((ch->questmob > 0 || ch->questobj > 0) && ch->countdown > 0)
			{
				sprintf(buf, "You haven't completed the quest yet, but there is still time!");
				do_say(questman, buf);
				return;
			}
		}
		if (ch->nextquest > 0)
			sprintf(buf,"But you didn't complete your quest in time!");
		else sprintf(buf, "You have to REQUEST a quest first, %s.",ch->name->str);
		do_say(questman, buf);
		return;
	}
	
	send_to_char("QUEST commands: INFO TIME REQUEST COMPLETE.\n\r",ch);
	send_to_char("For more information, type 'HELP QUEST'.\n\r",ch);
	return;
}

void generate_quest(CHAR_DATA *ch, CHAR_DATA *questman)
{
	CHAR_DATA *victim;
	MOB_INDEX_DATA *vsearch = NULL;
	ROOM_INDEX_DATA *room;
	OBJ_DATA *questitem;
	char buf [MAX_STRING_LENGTH];
	long mcounter;
	int mob_vnum;
	
    /*  Randomly selects a mob from the world mob list. If you don't
	want a mob to be selected, make sure it is immune to summon.
	Or, you could add a new mob flag called ACT_NOQUEST. The mob
	is selected for both mob and obj quests, even tho in the obj
	quest the mob is not used. This is done to assure the level
	of difficulty for the area isn't too great for the player. */
	
	for (mcounter = 0; mcounter < 99999; mcounter ++)
	{
		mob_vnum = number_range(50, 32600);
		
		if ( (vsearch = get_mob_index(mob_vnum) ) != NULL )
		{
			if ( vsearch->pShop == NULL
				&& !IS_SET(vsearch->act, ACT_TRAIN)
				&& !IS_SET(vsearch->act, ACT_PRACTICE)
				&& !IS_SET(vsearch->act, ACT_PET)
				&& !IS_SET(vsearch->affected_by, AFF_CHARM)
				&& !IS_SET(vsearch->affected_by, AFF_INVISIBLE)
				&& chance(40)) break;
			else vsearch = NULL;
		}
	}
	
	if ( vsearch == NULL || ( victim = get_char_world( ch, vsearch->player_name ) ) == NULL )
	{
		sprintf(buf, "I'm sorry, but I don't have any quests for you at this time.");
		do_say(questman, buf);
		sprintf(buf, "Try again later.");
		do_say(questman, buf);
		ch->nextquest = 2;
		return;
	}
	
	if ( ( room = find_location( ch, victim->name->str ) ) == NULL )
	{
		sprintf(buf, "I'm sorry, but I don't have any quests for you at this time.");
		do_say(questman, buf);
		sprintf(buf, "Try again later.");
		do_say(questman, buf);
		ch->nextquest = 2;
		return;
	}
	
    /*  40% chance it will send the player on a 'recover item' quest. */
	
	if (chance(40))
	{
		int objvnum = 0;
		
		switch(number_range(0,4))
		{
			case 0:
				objvnum = QUEST_OBJQUEST1;
				break;
				
			case 1:
				objvnum = QUEST_OBJQUEST2;
				break;
				
			case 2:
				objvnum = QUEST_OBJQUEST3;
				break;
				
			case 3:
				objvnum = QUEST_OBJQUEST4;
				break;
				
			case 4:
				objvnum = QUEST_OBJQUEST5;
				break;
		}
		
		questitem = create_object( get_obj_index(objvnum), ch->level );
        
        questitem->OOwner = g_string_assign(questitem->OOwner,ch->name->str);
            
        obj_to_room(questitem, room);
		ch->questobj = questitem->pIndexData->vnum;
		
		sprintf(buf, "Vile pilferers have stolen %s from the royal treasury!",questitem->short_descr->str);
		do_say(questman, buf);
		do_say(questman, "My court wizardess, with her magic mirror, has pinpointed its location.");
		
	/* I changed my area names so that they have just the name of the area
	   and none of the level stuff. You may want to comment these next two
	   lines. - Vassago */
		
		sprintf(buf, "Look in the general area of %s for %s!",room->area->name+9, room->name);
		do_say(questman, buf);
		return;
	}
	
    /* Quest to kill a mob */
	
	else 
	{
		switch(number_range(0,1))
		{
			case 0:
				sprintf(buf, "An enemy of mine, %s, is making vile threats against the crown.",victim->short_descr->str);
				do_say(questman, buf);
				sprintf(buf, "This threat must be eliminated!");
				do_say(questman, buf);
				break;
				
			case 1:
				sprintf(buf, "The realm's most heinous criminal, %s, has escaped from the dungeon!",victim->short_descr->str);
				do_say(questman, buf);
				sprintf(buf, "Since the escape, %s has murdered %d civilians!",victim->short_descr->str, number_range(2,20));
				do_say(questman, buf);
				do_say(questman,"The penalty for this crime is death, and you are to deliver the sentence!");
				break;
		}
		
		if (room->name != NULL)
		{
			sprintf(buf, "Seek %s out somewhere in the vicinity of %s!",victim->short_descr->str,room->name);
			do_say(questman, buf);
			
	/* I changed my area names so that they have just the name of the area
	   and none of the level stuff. You may want to comment these next two
	   lines. - Vassago */
			
			sprintf(buf, "That location is in the general area of %s.",room->area->name+9);
			do_say(questman, buf);
		}
		ch->questmob = victim->pIndexData->vnum;
	}
	return;
}

/* Level differences to search for. Moongate has 350
   levels, so you will want to tweak these greater or
   less than statements for yourself. - Vassago */

bool quest_level_diff(int clevel, int mlevel)
{
	if (clevel < 3 && mlevel < 12) return TRUE;
	else if (clevel > 3 && clevel < 10 && mlevel < 26) return TRUE;
	else if (clevel > 10 && clevel < 30 && mlevel > 22 && mlevel < 67 ) return TRUE;
	else if (clevel > 29 && clevel < 50  && mlevel > 70  && mlevel < 100) return TRUE;
	else if (clevel > 49 && clevel  <  99 && mlevel >  90 && mlevel < 120) return TRUE;
	else if (clevel > 100 && mlevel > 125) return TRUE;
	else return FALSE;
}

/* Called from update_handler() by pulse_area */

void quest_update(void)
{
	DESCRIPTOR_DATA *d;
	CHAR_DATA *ch;
	GSList *desc_list = descriptor_list;
	
	while ( desc_list != NULL )
	{
		d = (DESCRIPTOR_DATA*)desc_list->data;
		if (d->character != NULL && d->connected == CON_PLAYING)
		{
			
			ch = d->character;
			
			if (ch->nextquest > 0)
			{
				ch->nextquest--;
				if (ch->nextquest == 0)
				{
					send_to_char("You may now quest again.\n\r",ch);
					return;
				}
			}
			else if (IS_SET(ch->act,PLR_QUESTOR))
			{
				if (--ch->countdown <= 0)
				{
					char buf [MAX_STRING_LENGTH];
					
					ch->nextquest = 10;
					sprintf(buf, "You have run out of time for your quest!\n\rYou may quest again in %d minutes.\n\r",ch->nextquest);
					send_to_char(buf, ch);
					REMOVE_BIT(ch->act, PLR_QUESTOR);
					ch->questgiver = NULL;
					ch->countdown = 0;
					ch->questmob = 0;
				}
				if (ch->countdown > 0 && ch->countdown < 6)
				{
					send_to_char("Better hurry, you're almost out of time for your quest!\n\r",ch);
					return;
				}
			}
		}
		desc_list = g_slist_next(desc_list);
	}
	g_slist_free(desc_list);
	return;
}